// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed ca79672858175495-vs.txt
// 3DMigoto: ca79672858175495 |    Unity headers extracted from PF_Decals_TrapDecalShader
//    Shader "PF/Decals/TrapDecalShader" {
//      CustomEditor "TrapDecalShaderGUI"
//      SubShader 1/1 {
//        LOD 100
//        Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
//        Pass 1/1 {
//          Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
//          Program "vp" {
//            SubProgram "d3d11" {
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from PF_Decals_TrapDecalShader:
//   API d3d11
//   Shader model vs_4_0
//   undeciphered1: 201708220 15 0 0
//   undeciphered1a: 2
//   Keywords { "FOG_LINEAR" }
//   undeciphered2: 1 0 5 0 0 0
//   undeciphered3: 17 1 0 0
//   ConstBuffer "$Globals" 2432
//   Vector 192 [_FogOfWarMask_ST]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 80 [_ProjectionParams]
//   ConstBuffer "UnityPerDraw" 160
//   Matrix 0 [unity_ObjectToWorld]
//   ConstBuffer "UnityPerFrame" 368
//   Matrix 272 [unity_MatrixVP]
//   ConstBuffer "UnityFog" 32
//   Vector 16 [unity_FogParams]
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 1
//   BindCB "UnityPerDraw" 2
//   BindCB "UnityPerFrame" 3
//   BindCB "UnityFog" 4
//
// Headers extracted with DarkStarSword's extract_unity55_shaders.py
// https://github.com/DarkStarSword/3d-fixes

//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.2 on Mon Jan 14 19:27:28 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     NONE   float   xy
// TEXCOORD                 1   x           1     NONE   float   x
// SV_POSITION              0   xyzw        2      POS   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[13], immediateIndexed
dcl_constantbuffer cb1[6], immediateIndexed
dcl_constantbuffer cb2[4], immediateIndexed
dcl_constantbuffer cb3[21], immediateIndexed
dcl_constantbuffer cb4[2], immediateIndexed
dcl_input v0.xyzw
dcl_output o0.xy
dcl_output o1.x
dcl_output_siv o2.xyzw, position
dcl_temps 3

// 3DMigoto StereoParams:
dcl_resource_texture2d (float,float,float,float) t125

ld_indexable(texture2d)(float,float,float,float) r2.xyzw, l(0, 0, 0, 0), t125.xyzw

mul r0.xyzw, v0.yyyy, cb2[1].xyzw
mad r0.xyzw, cb2[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb2[2].xyzw, v0.zzzz, r0.xyzw
mad r1.xy, cb2[3].xzxx, v0.wwww, r0.xzxx
add r0.xyzw, r0.xyzw, cb2[3].xyzw
mad o0.xy, r1.xyxx, cb0[12].xyxx, cb0[12].zwzz
mul r1.xyzw, r0.yyyy, cb3[18].xyzw
mad r1.xyzw, cb3[17].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb3[19].xyzw, r0.zzzz, r1.xyzw
mad r0.xyzw, cb3[20].xyzw, r0.wwww, r1.xyzw

// Relocated to here with asmtool.py
mov o2.xyzw, r0.xyzw

// Automatic vertex shader halo fix inserted with DarkStarSword's asmtool.py:
// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed ca79672858175495-vs.txt
ne r2.w, r0.w, l(1.0)
if_nz r2.w
  add r2.w, r0.w, -r2.y
  mad r0.x, r2.w, r2.x, r0.x
endif

div r1.x, r0.z, cb1[5].y

// mov o2.xyzw, r0.xyzw // Relocated from here with asmtool.py

add r0.x, -r1.x, l(1.000000)
mul r0.x, r0.x, cb1[5].z
max r0.x, r0.x, l(0.000000)
mad o1.x, r0.x, cb4[1].z, cb4[1].w
ret
// Approximately 0 instruction slots used